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Doomguide2005

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Everything posted by Doomguide2005

  1. Yep, but just about everything in this game has something that pretty much ignores any given trick/status. Warwolves don't turn into track and field stars they start that way 😜 I'm forgetting do Warwolves have any special resists or protection to knock effects. Hard to run anywhere sitting on your tush if that works and don't recall any Warwolf AVs ...
  2. Casts summon @Bopper. My experience is on Live prior to present proc function where folks were learning it was good place for procs. Good news is, I think, is it's a pet and not pseudopet. It's also single target and the pet fires the grenade which is an AoE. Not sure how that effects things.
  3. They should be seriously run spd debuffed, as well as max run spd cap debuffed. And several of those powers take Slow and/or Slow set enhancements, use them. But I find it very useful on any character to have an Immobilize to keep AVs etc. in place as far too many turn into track and field stars when debuffed or find themselves in patches with Afraid.
  4. It was the first slogfest task force I did on Live, maybe i4, on Fire/Axe tanker. Several hours into it the team stopped for the night and the 8 of us agreed to resume the next night. As you might have guessed already only 3 of us returned the next night. And several hours later, woohoo, we actually succeeded! If it wasn't for TF Commander and altitis it might have been quite awhile till it got done again. The irony of the later duo doing it daily for merits in under an hour ...
  5. 😁 Special K ... as in Ketamine, so not cereal so much.
  6. And welcome to Homecoming!
  7. Well never did it "classic mode" but an sg mate and I ran it virtually everyday for quite a while for merits on couple of our lvl 50 'Lethal Ladies' back on Live. But until I've got a new computer ...
  8. I've been known to talk to myself 😜 ... But don't think I've ever actually said it out loud, even back on Live in Teamspeak. But in my head Supra-dyne or maybe Su-per-a-dyne. Super D, Special D, or Dyne.
  9. First it's not bragging (anyone can do it), it's been fact for a long time. Second the set unlike many resistance sets has no self heal or +health power, no way outside passive regeneration to recover the health lost to the hits they will take. No Energize, no Dull Pain. So to say it isn't balanced has a long way to go to make its case yet.
  10. And then some! Just go ahead and make an SR scrapper take double damage from all attacks. That's essentially what this suggestion is requesting --> Do you know how many set bonuses are involved soft capping an SR scrapper or better yet Tanker? Zero, let me repeat that, zero. I can soft cap an SR scrapper with SO's, no IOs needed. And that's without touching Elude. Would it make the game harder ... lol no, not really. And yeah it would definitely make any outside ally defense buffs utterly worthless outside of maybe allowing a static team SR skip multiple powers for ... extra pool picks? The idea of hard capping at a way, way, way lower value just screams problematic.
  11. Yep and at one point just for the giggles I stacked Super Speed (35), Steamy Mist (35), stealth IO (30), and the SG Empowerment buff (25) for 125ft stealth on my Earth/Storm. Any two of those will make you stealthy enough to match (or exceed) the 54ft you need for most purposes.
  12. My Cold/Ice/Power defender used the usual Decimation and Positron's in his blast, Purples where possible, LotG +7.5% recharge in the shields and had 3 sets,iirc, of Adjusted Targeting on Aim, PBU and Tactics. He was only a little shy of keeping the +end/recovery buff portion of Heat Loss perma ... endless endurance. And PBU did scary things to his To Hit buff...like hit Mako while his Elude was running or Paragon Protectors doing the same or under MoG
  13. Honestly no idea haven't direct experience with Ninjitsu since Live on my Stalker. And reading up a bit more (HCwiki) the power only exists in the Sentinel and Scrapper versions of Ninjitsu. It doesn't indicate when it was ported to Scrappers but I'm guessing the same time Sentinels got it which was i25. So looks like Stalkers missed the memo and need the IOs.
  14. They get it late compared to SR, but they do get KB protection at level 28. Dark Armor now, they don't get any KB protection. And, of course, IO protection is easy to acquire for any AT or set.
  15. Yes and it appears half is resistable and half is not. And while that will be fairly meaningless vs the mob overall on many fast moving teams that is a strong debuff against hard targets like an EB, AV or GM. And useful for a defender set with no self healing in its primary teamed or solo. PS those values are 25% and 25% on a defender
  16. A Storm/Sonic was one of the first defender builds I recall on Live posting about their AV soloing. And now we have Emp/Fire/Soul builds soloing the ITF at +4/×8. So pick a pairing out of a hat or one that looks interesting to you, it can most likely solo 😉 . I do agree the debuffers probably solo easier, particularly early on. Never played Nature Affinity, Poison or Electrical Affinity as primaries or Beam Rifle or Water Blast as secondaries. Cold/Ice, Traps/Fire, Dark Miasma/Rad, Storm/Sonic, Sonic/Dark and Kin/Psy were my non-Empath level 50 defenders that were active at Sunset
  17. While I agree with the post overall and even the above portion, the Green Machine offender in me cringes at the words "True Healer" 😜. 3 powers are actually straight up healing, 2 involve strong buffs to regeneration rate, one carries an asterisk beside its 'health effects' (Resurrect) and the remaining 3 powers do nothing directly to the green bar. So yes Empaths can have the strongest direct effect on your health among the ATs which leads folks to call them healers. That leaves, however, 18 more power selections and then Incarnate choices to be had for the character. That's a lot of other choices to make which is why it's very possible to have a highly offensive character while sacrificing none of their healing power. And why my Empaths can heal and buff you like mad while nuking and blasting the daylights out of our foes and get slightly ruffled by being called healers ... they are so much more than those 6 powers. Sorry /rant
  18. And you can now add Trick Arrow to that list with EMP Arrow
  19. Now I know I've been out of action too long (dang computer) ... Entangling Arrow and Ice Arrow are both mezzes. Illusion has trouble setting up containment as I recall. Shouldn't this help setting up containment? Flash Arrow isn't just a really sweet To Hit debuff, it's also a massive perception debuff. You're practically guaranteed to make any foe unable to see the team including pesky foes that ignore stealth or have exceptionally large perception radius (i.e.) snipers. You're Illusion you have Superior Invisibility-->you'll be able to get in range to blind them and then once alerted they'll be shooting back with that nasty To Hit debuff present.
  20. And unless CoD v2.0 is incorrect (or I'm misunderstanding it) OSA also carries its own strong run spd debuff (-90%) as well as run spd cap debuff (-350%). Even with the purple patch they should have a tough time exiting the area. Edit: I mean it is an oil slick, can you imagine trying to move quickly on that.
  21. Now this I agree with, they are solid reasons to think the power needs some love. In particular adding some slotting choices and extending the effect to include -to hit
  22. Okay I don't have access at this point to the original City of Data but unless the accuracy has been buffed already or CoD is wrong currently CoD v2.0 lists it at 0.8. That's the same as numerous other powers in game none of which have a reputation for bad accuracy like Dark Pit does. Powers like Stalagmites, Heart of Darkness, Paralyzing Blast, Flash Fire among them. So yes the accuracy is less than 1.0 and maybe it could be buffed but that doesn't seem to be a truly significant issue with Dark Pit in itself. Edit: As in I regularly nail +4 mobs with Stalagmites and never see this 'horrendous' issue with missing. Late and endgame builds by and large are built with heapings of extra accuracy.
  23. I've no experience withTA since Live but the answer is almost certainly yes given the debuffs in the primary (as well as damage). As I said up thread an Empath has solo'd the ITF at +4/×8 and Empathy has no debuffs and no damage except what can be found outside the primary. Trick Arrow by comparison has several debuffs quite useful vs hard targets such as AVs and does damage in the primary. By comparison to Empathy it should solo much quicker and require a less demanding build to do so.
  24. Fire, for one Fire is all about damage, and two you'll light your Oil Slick Arrow as a side effect since it needs fire or energy attacks to light it ablaze.
  25. Short answer, No. Slightly longer answer. The next cutoff for perception is at 100ft for Turrets and GMs. It does mean you would be within 15 before either would detect you and aggro on you. And the SG base buff would be enough to bump you to 110ft and you could tap dance on top of a GM and they'd be oblivious. Snipers' perception is 149ft. The other thing depends a bit on your power sets. Powers like Flash Arrow and Smoke debuff perception. With 85ft you could get close enough without being seen to use such powers on the Sniper and now they won't see anyone, the perception debuff is huge so even after the Purple Patch applies they aren't going to see you. At 55ft you'll need range enhancement to be able to use Flash Arrow, at 85ft you wouldn't need any range enhancement. In short 85ft vs 55ft not a huge advantage but also not a tiny niche edge either especially to sets with powers like Smoke or Flash Arrow who can then Blind Snipers to a whole teams presence.
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